Lifeblood Hydra

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Lifeblood Hydra

Creature — Hydra

Trample

Lifeblood Hydra enters the battlefield with X +1/+1 counters on it.

When Lifeblood Hydra dies, you gain life and draw cards equal to its power.

jarncards on hasteland

1 year ago

For global haste you can use Fires of Yavimaya, Concordant Crossroads, Mass Hysteria, and Urabrask the Hidden who will also conveniently turn off other people's haste. Anger and Barbarian Class also give haste after more effort.

Ant Queen, Artifact Mutation, Battle Hymn, Circle of Dreams Druid, Dragon Broodmother, Pest Infestation, Scute Swarm, Tempt with Vengeance, Sylvan Offering, Termagant Swarm are all useful if you can give haste to all of them.

Birds of Paradise is just the best mana dork.

You have green, so you might as well use the standard ramp package with Cultivate , Kodama's Reach, Explore , Farseek, , Rampant Growth, Three Visits and Nature's Lore. Probably ignore most mana rocks, because people are going to want to vandalblast you just because of the treasures.

Relentless Assault, Scourge of the Throne, Combat Celebrant, Hexplate Wallbreaker, World at War grant extra combats, with Hellkite Charger and Aggravated Assault potentially going infinite.

Vandalblast goes in every red deck. Even though youll have a ton of treasures i'd still run Brotherhood's End too

For draw spells consider Scroll Rack, Garruk's Uprising, Elemental Bond, Soul's Majesty, Furious Rise, Rishkar's Expertise, Beast Whisperer, Shamanic Revelation, Disciple of Bolas, Pact of the Serpent, Painful Truths, Harmonize, Sign in Blood, Night's Whisper, Read the Bones, Ambition's Cost, Ancient Craving, Damnable Pact, Commune with Lava, Lifeblood Hydra, or maybe Necropotence although the color restricion on necro is tough, treasures should take care of it.

Fable of the Mirror-Breaker  Flip, Ragavan, Nimble Pilferer , The Reaver Cleaver , Gadrak, the Crown-Scourge , Ancient Copper Dragon , Old Gnawbone Ziatora, the Incinerator for more treasure makers. Pyrohemia and Pestilence could be fun with the extra mana. Awaken the Woods is an amazing x spell too, but wont appreciate the two aforementioned cards.

If you're using magda the deck will benefit from dragons and expensive artifacts. throw in Imperial Recruiter and Worldly Tutor, Vampiric Tutor, and Demonic Tutor all go in your colors. so you can get her more consistently. Darksteel Forge and Gate to Phyrexia can be tutored into play with her for five treasure.

If you use dragons, you could add Dragonstorm, but you should carefully consider how many cheap spells you expect to be able to cast if you arent building specifically towards this card. Chatterstorm, Empty the Warrens, Yawgmoth's Will, Jeska's Will, Mana Geyser, and Manamorphose, Past in Flames are all good on their own and would add synergy.

If it ends up dragon tribal, cards like Crippling Fear , Kindred Dominance, Crux of Fate

Swashbuckler Extraordinaire is a very good payoff for using treasures if you dont use certain other nightmarish dragons like Atarka, World Render, Blast-Furnace Hellkite, Terror of Mount Velus, Thrakkus the Butcher

Max_Hammer on

1 year ago

You also said you think you might need more ramp, right? Well, I counted eighteen ramp spells. Unless you play test it and you think it needs more, then it probably doesn't. Although, I think you need some more hydras.

Fortunately, I also found some hydras for you!

Stealthy hydras here Show

_Delta_ on Simic Lands

1 year ago

Glad to be of help! It was late and I realized after I suggested still a few things you had already included but by a later point couldn't go back to edit them. I admit I never got into asking some questions perhaps on the exact power level or anything like that but I get why you might not wish to add some of these. I use all the ones named regarding that self-mill strategy (Laboratory Maniac etc) in a Kruphix, God of Horizons deck I have which is capable of some explosive plays when I start generating ridiculous amounts of mana and or cast something like Omniscience with ways to draw a crazy amount of cards. But it also plays a bunch of big creatures like the Eldrazi if I want to win in a more straightforward, combat-focused way. I get the appeal of wanting to build up a big boardstate, and Simic colours are great for that.

I'll also just say that I started Magic back in approx 2013 and was the colour pair I fell in love with for deckbuilding and during my first little while with the game me and some friends played at a pretty casual level too. In fact, before I even knew much of anything about all the various formats, I played a Simic deck which was like 80 cards filled with stuff like an Arcanis the Omnipotent with multiple ways to untap it and some other things with useful activated abilities, a playset of Roil Elementals which I protected with counterspells and Archetype of Endurance (they were fun to use alongside Explosive Vegetation and similar effects), Lifeblood Hydra, Horizon Chimera were others, and finally some goodies like Prophet of Kruphix (rip its commander banning) and later additions like Vorinclex, Voice of Hunger.

Some of this became a Vorel of the Hull Clade commander deck for a while, but I still really always liked the theme of lands early on which is why I made a Lord Windgrace deck and now most recently an Omnath, Locus of Creation deck.

And having a lot of lands can be made to work, it's for one thing unfortunate that many of the cards in this theme which allow you to play extra lands from hand or graveyard are so costly even despite some reprints so there were a lot of ideas I skipped suggesting. I still think you should keep an eye out for Ramunap Excavator if you have a good chance to acquire one because you do have a significant number of lands which either can be sacrificed, cycled, or in some way become a creature and at some point die, so having another way to earn a few more back could be useful outside of World Shaper, Splendid Reclamation, and The Mending of Dominaria which I see is nonetheless your general gameplan.

Some of my decks which can be seen on my profile are complete / nearly fully owned, but yet others I build them how I want them to be eventually a little later and I definitely get wanting to make choices that are budget friendly with myself still as a student. I have for one thing been smart or simply gotten lucky and picked up a lot of cards from buying/trades when they were either cheap / reprinted over the years which has made a few of my decks creep up in price now (my best example of this was acquiring a Sliver Queen for $100 CAD worth of trades (approx $76 US) like five years ago. Anyway, if I do think of more stuff which could be of use here I'll let you know btw!

Ca1m_down on BlitzKrieg

1 year ago

Hey, cool list. I think there are a couple of different ways of building Henzie and I feel like you have a couple of different ideas going on here. Here are my thoughts on the different themes you can focus on that synergize with Henzie's abilities:

Cost reduction (making big impactful creature cost as little as possible to cast multiple in a turn every turn) Goreclaw, Terror of Qal Sisma, Nylea, Keen-Eyed, Cloud Key, The Immortal Sun, Marauding Raptor, Heartless Summoning, Krosan Drover, Goblin Anarchomancer, Semblance Anvil

"Blink" (lots of undying, persist, and plenty of "Feign Death" effects to maximize etb/dies triggers and keep the creatures after blitz) Cauldron of Souls, Conjurer's Closet, Kaya's Ghostform, Supernatural Stamina, Blood for Bones, Undying Malice, Minion's Return, Demonic Gifts, Abnormal Endurance, Unholy Indenture, Return to Action, Fake Your Own Death, Flayer of the Hatebound, Mikaeus, the Unhallowed, Puppeteer Clique, Woodfall Primus, Murderous Redcap, Faceless Butcher

Value Town (maximize card advantage, keep the cards flowing, recursion, keep non-creature count low) Guardian Project, The Great Henge, Greater Good, Lifeblood Hydra, Demonlord Belzenlok, Gorex, the Tombshell, Deadwood Treefolk, Acolyte of Affliction, Evolutionary Leap

I think doing a combination of these three things is solid, but I'd recommend focusing on one and trying to keep the game plan somewhat focused. My brew leans towards Value Town.

Things in your current list that I'm a little skeptical of:

Sundial of the Infinite I think since Henzie is only giving us a small mana discount, this would just be used as a weird "your creatures have haste". I think you often want to take advantage of the "when this dies, draw" rather than 1+ mana cost reduction.

Deathreap Ritual This doesn't trigger if your creatures are dying in your end step to blitz, creatures need to die before the end step for the Ritual trigger to go on the stack. Even if that wasn't the case, I feel like it's better in decks where you're the one making sure it's triggering on each of your opponents turns. What Henzie is doing doesn't really help with doing that. I feel like Moldervine Reclamation would be similar in concept, but more synergistic once the deck is going (but I also don't think it's worth an inclusion).

Living Death How are you filling your yard? Henzie doesn't get cards into your yard very quickly. I think the is a card that fits better in decks that are doing plenty of looting and self milling. It's very likely the other graveyard players will benefit more than you when you cast this.

Most of your creatures that are less than 4 cmc don't seem like they do enough with Henzie to take a slot. I think you'd be better off if your CMC<4 mana stuff was non-creatures that ramp and/or setup for your game plan. I can understand the sac outlet ones if you're really taking advantage of the instant speed aspect, but most of the time you're having to sac end of turn anyway, so I think it'd be better to take advantage of the better payoff of the non-creature sac outlets (like Evo Leap, Vampiric Rites, the various Altars, Greater Good, etc.) As far as mana dorks, I feel like 2 mana ramp spells will help more in the long run. I don't think Henzie is powerful enough of a turn 2 play to risk losing mana sources to pings and/or wraths.

All that being said, it's great seeing other peoples takes on Henzie. I've certainly gained a bunch from reading your comment on my decklist and thinking critically about yours. I'll try and keep my list updated as I play it more. It's been a blast so far. If I didn't already have a black based "blink" deck I think I'd probably lean Henzie towards that strat. :)

TypicalTimmy on Will Lifeblood Hydra die if …

1 year ago

As for your specific example, if Lifeblood Hydra is cast for , it will go on the stack and - if it resolves - enter the battlefield as a 0/0.

If a trigger kicks off from it entering, such as Ivy Lane Denizen, what will happen is that before that trigger even goes onto the stack, Lifeblood Hydra's State Based Actions will check, see it as a 0/0 and move it to the graveyard.

Now, it still entered the battlefield, so Ivy Lane Denizen will still have their trigger go on the stack, but you won't be able to target Lifeblood Hydra because it will be too late and she'll already be in the graveyard.

Now, if you have an anthem (Typically an enchantment that grants a continuous bonus but really any permanent can do this), such as Collective Blessing, then Lifeblood Hydra will NOT enter the battlefield as a 0/0, it'll enter the battlefield as a 3/3 and thus survive.

Gidgetimer on Will Lifeblood Hydra die if …

1 year ago

Lifeblood Hydra for 3 and Cathars' Crusade will result in the hydra dying to SBA for having 0 or less toughness. Cathars' Crusade has a triggered ability, the ability has to go on the stack and resolve.

Things like Glorious Anthem and others that are just static buffs will let your hydra live. They are static abilities and apply at all times.

Foxja on Will Lifeblood Hydra die if …

1 year ago

Basically title question. If I played Lifeblood Hydra for 3 mana, meaning it enters with 0 +1/+1 counters on it as a 0/0, and an effect triggers that puts a +1/+1 counter on it when it enters the battlefield (like Cathars' Crusade), what happens? Also, does something different happen if the enchantment just a buff, like if I had Beastmaster Ascension on the battlefield with 7+ quest counters on it?

Silly-Go-Round on But I wanna play Hydras [Help Needed]

2 years ago

Stuff I'd consider in no particular order.

Nature's Lore

Voracious Hydra

Steelbane Hydra - this one in particular has what you're looking for in enchantment hate, but I'll have a section specifically for that too.

Curse of the Swine

Hydroid Krasis - a little above your price range, but a fantastic hydra.

Elementalist's Palette

Lifeblood Hydra - just under 10 bucks, definitely a solid upgrade.

Vorel of the Hull Clade

Evolution Sage

Death Denied

Three Visits

Skyshroud Claim

Explosive Vegetation

Exponential Growth

Greater Good

Unbound Flourishing

I'd also consider looking up all the different duals that show up in sultai and picking up some of the cheaper ones? I google "word for the color identity of the deck I'm playing and dual lands" and theres a few sites there generally with prices. Also going up like, 3/4 more lands since 33 seems slim and you don't have a lot of mana rocks/dorks to shore that up.

enchantment removal I've used/like/I think would be good here.

Krosan Grip

Gaze of Granite

Pest Infestation

Sultai Charm

Maelstrom Pulse

Molder

Windgrace's Judgment

As for stuff I'd cut.

Edge of Autumn - theres better ramp cards and I suggested a few above

Grow from the Ashes - see above

Font of Fertility - see above

Frontier Siege - this seems kinda medium if all were doing with it is adding 2 extra mana, I like that it's modal but you're never going to pick that mode since we don't have a lot of flyers in hydras.

Icy Blast - I see where you're coming from with this, and I think it could definitely put in work, but I also feel like theres probably either hard removal that you could play for the same amount of mana that would make this useful, or something similar.

Personally I'd also cut the counter spells for more stuff that draws/removes but I understand why they're here.

I hope this helps, sorry if it's long winded, and good luck with the list!!

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